Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
19 lines
519 B
C++
19 lines
519 B
C++
#include "Max.h"
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#include "plugapi.h"
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#define IKSLAVE_CLASSID Class_ID(0xbe380a31,0x310dc9e4)
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class IKClipObject; // Sorry, can't show you this
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class IKSlave; // Sorry, can't show you this
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class IKSlaveClipObject : public IKClipObject
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{
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public:
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DWORD flags;
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float min[6], max[6], damping[6], spring[6], stens[6];
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IKSlaveClipObject(IKSlave *slave);
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SClass_ID SuperClassID() {return CTRL_MATRIX3_CLASS_ID;}
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Class_ID ClassID() {return IKSLAVE_CLASSID;}
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void DeleteThis() {delete this;}
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}; |